[SG2] Alternate Quick Combat Resolution (Modified Impact Versus Armour Procedure)

5 posts ยท Feb 4 2004 to Feb 5 2004

From: Allan Goodall <agoodall@a...>

Date: Wed, 04 Feb 2004 17:42:06 +0000

Subject: [SG2] Alternate Quick Combat Resolution (Modified Impact Versus Armour Procedure)

This house rule is part of my quest to speed up combat resolution in Stargrunt
II.

I've playtested the following rule and it seems to work rather well, with some
caveats explained in the design notes at the bottom. This is used as an
alternative to the quick combat resolution system in the book.

ARMOUR RATING SYSTEM

Figures do not have armour dice. Instead, they have an armour rating. The
armour rating is equal to the armour die in the book divided in half. For
example, a figure with an armour rating of D8 would have an armour rating of
4.

The armour ratings look like this:

Armour Die   Armour Rating
N/A          1
D4 2 D6 3 D8 4 D10 5 D12 6

The armour rating is calculated _after_ any armour dice shifts. A figure
in D8 armour behind hard cover would have D12 armour, which results in an
armour rating of 6. A D12 Power Armour figure behind soft cover already has
the

maximum die possible for armour, so it would continue to have an armour rating
of 6.

The combat resolution system remains the same up to, and including, the
calculation of the number of potential casualties. The attacking player rolls
a number of impact dice equal to the number of potential casualties. These
dice are compared to the armour rating of the figures in the squad. If an
impact die exceeds the armour rating, one of the potential casualties is

wounded. If the impact die exceeds twice the armour rating, one of the
potential casualties is killed. Otherwise, the armour protected the potential
casualty.

(The procedure is essentially the same as if the defending player rolled his
armour dice at once and all the dice rolled the same number.)

Once the number of wounded and killed figures is determined, roll randomly to
see which figures were wounded and which were killed, and complete the combat
resolution phase as normal.

To speed up combat even further, players should round off fractional potential
casualties instead of rolling for the fraction. For instance, if
there are 2 and 7/8 potential casualties, the players should choose to
round up the potential casualties to 3 (or, if they prefer less bloody
conflicts, round down to 2).

Design Notes

SG2 combat resolution takes a long time, a little too long, in my opinion. It
only takes a single opposed die roll to see if a squad misses or suppresses an
opposing squad. The number of dice rolls goes way up when a unit hits the
target and causes casualties. This is because of the armour roll. You have to
make an opposed die roll for each potential casualty. You can't just roll a
bunch of dice at once and get the results for all the figures.

The benefit of this house rule is speed. Opposed rolls are slower than
unopposed rolls. Each player has to pick up the correct dice and roll them.
In multi-player situations there is a good chance that at least one of
these players will be distracted. Often one of the players wants to be the
last one to roll, and so he waits until his opponent has rolled the dice
before he rolls his. In testing, a combat that resulted in three or more
potential

casualties took between two thirds and half as long to resolve in this system
than in the regular system. This is simply because it's faster for one player
to pick up three dice and compare it to a rating number than it is for two
players to dice off against each other three ore more times.

Another benefit is that you can have figures with an armour rating of 1. This
would be suitable for non-combatants without any armour (such as unarmed

townspeople).

There are a couple of caveats to this system.

There is a slightly higher chance of scoring a casualty under this system than
under the regular combat resolution system. The average roll for D8

armour is 4.5, while in this system the armour rating is a 4. This doesn't
have a huge effect in the game. If players are worried about it, simply round
down all fractional potential casualties. Example: if there were 2 and
7/8
potential casualties, the players would round this down to 2.

With this house rule it is impossible to wound a figure in D8 armour or better
with a weapon with a D4 impact. Likewise, a figure in D12 power armour is
impervious to weapons with a D6 impact or lower. This isn't necessarily a
bad thing. Should an archaic musket have _any_ chance of wounding
someone in power armour? Scenarios where there is that great a discrepancy
between impact rating and armour rating are fairly rare. Only archaic firearms
have
D4 impact, and only light autopistols and anti-armour submunitions
against dispersed targets have D6 impact. If it's an issue for players, they
can

simply choose to use the regular combat resolution whenever there is a
difference of three die types or more between the impact die and the armour
die. (The anti-armour submunitions issue is the biggie here. A simple
solution is to shift the impact up one versus PA, as they are dispersed like
infantry but armoured like light vehicles.)

With this system it is impossible for weapons with an impact die of D10 or
less to roll more than twice the armour rating of power armour troops (5 or
6). This means that it's impossible to kill a power armour trooper outright,
unless the same trooper takes two hits in the same fire combat. In playtesting
this tends to strengthen power armour troops. Comments I received
suggest that this was actually a _welcome_ change. PA troops could still
be killed (if one trooper took two hits in the same combat resolution, or if a
1 was rolled on the trooper's recovery roll), and as mentioned above they are
slightly more likely to be wounded than in the regular combat resolution

system. What this house rule does is eliminate some of the quirky situations,
like a musket rolling a 2 on a D4 killing a PA trooper whose armour roll was a
1. Note that the quick combat resolution system in the rule book has this same
issue, as each potential casualty is simply treated as a wounded figure. The
quick combat system in the rulebook applies this effect to all figures, not
just PA. Again, if this bothers players they may want to use the regular
combat resolution system against PA.

Any questions and comments are welcome!

From: Nicholas Caldwell <nicholascaldwell@e...>

Date: Wed, 4 Feb 2004 16:13:45 -0500 (GMT-05:00)

Subject: Re: [SG2] Alternate Quick Combat Resolution (Modified Impact Versus Armour Procedure)

Neat -- I'll give this a try.  Thanks, Allan.

I'm really surprised at your groups response to power armor being more
powerful. My group won't play SG2 if there is any PA on the board. They are
"so powerful you might as well not play."

Nick

[quoted original message omitted]

From: Allan Goodall <agoodall@a...>

Date: Wed, 04 Feb 2004 21:44:51 +0000

Subject: Re: [SG2] Alternate Quick Combat Resolution (Modified Impact Versus Armour Procedure)

> Nick wrote:

> I'm really surprised at your groups response to power armor being more

> powerful. My group won't play SG2 if there is any PA on the board.
They
> are "so powerful you might as well not play."

If you have your one and only PA squad shot to pieces in one turn, with two
troopers dead and one injured, you don't find them overly powerful.

I have a scenario where one side has PA and the other side doesn't. Funny
enough, it makes for a fairly balanced scenario. Part of the issue is that
sticking close to the rules you have to pretty much make them Veteran or

Elite. I have gone as far as to make them Green in scenarios of my own making,
suggesting that the armour is sufficiently higher technology but not very
difficult to use. This isn't Tuffleyverse canon, though.

Just remember that with my rules suggestion it's only light pistols and
archaic firearms that can't touch PA. Although it's less likely to kill a PA
trooper, it's slightly more likely than normal to _wound_ a PA trooper.
If you've played SG2 at all, you'll know that a wounded trooper is more of a
pain for the defender than a dead trooper (you can leave a dead trooper
behind, but you don't want to leave your wounded behind when you pull
out).
So, while PA itself may protect the wearer better, on average these rules make
PA squads ever so slightly less effective.

From: Laserlight <laserlight@q...>

Date: Wed, 04 Feb 2004 18:15:18 -0500

Subject: Re: [SG2] Alternate Quick Combat Resolution (Modified Impact Versus Armour Procedure)

> agoodall@att.net wrote:

I like it!

From: Laserlight <laserlight@q...>

Date: Wed, 04 Feb 2004 19:27:21 -0500

Subject: Re: [SG2] Alternate Quick Combat Resolution (Modified Impact Versus Armour Procedure)

> Nicholas Caldwell wrote:
They are "so powerful you might as well not play."

PA are nice to have, but they also make high-priority targets.  If the
opponent has reasonable weapons, PA doesn't have to be as careful as the

unarmored grunts, but they still have to be careful.